Editing Flaws in artificial intelligence
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[[File:Suicidal Bowser.gif|250px|thumb|An example of the flawed ''Melee'' AI. The computer-controlled Bowser wants to attack Luigi with his [[Fire Breath]] but ignores the physics of the spinning blocks directly in front of him. Bowser then walks toward Luigi and attacks with Fire Breath again, expecting | [[File:Suicidal Bowser.gif|250px|thumb|An example of the flawed ''Melee'' AI. The computer-controlled Bowser wants to attack Luigi with his [[Fire Breath]] but ignores the physics of the spinning blocks directly in front of him. The Bowser then walks toward Luigi and attacks with Fire Breath again, expecting solid ground to still be present, and [[self destruct]]s.]] | ||
While it is notable that the high level [[artificial intelligence]] is precise with its reflexes, such as being able to [[perfect shield]] almost any attack, reflect projectiles with little hesitation, counterattack out of [[knockback]] the instant it can act, and land or control attacks that human players would find difficult such as {{SSBB|Pikachu}}'s [[Volt Tackle]] and {{SSB4|Ryu}}'s special moves with his ''Street Fighter'' inputs, all four games are known for having CPUs that can be '''extremely flawed''' even when set to level nine (the highest level setting). CPUs also never use techniques that are complex or otherwise require specific timing, such as [[dash dancing]], [[chaingrab]]bing and [[edge hop]]ping, nor use other such advanced techniques like [[L-cancel]]ing, [[wave dash]]ing and [[DACUS]]ing, which are crucial for achieving strong results in competitive play, in addition to never changing their playstyle, preventing players from adapting to different battle tactics. In all ''Smash'' games, CPUs also ignore when [[team attack]] is turned on in [[Team Battle]]s, causing them to inadvertently use powerful attacks near teammates at high damage and KO them, making CPUs impractical for Team Battles with tournament settings. | |||
There are many complaints surrounding the poor artificial intelligence of computer players in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', though ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' have also received attention to their flawed AI system; in all four games, particularly noteworthy and amusing AI flaws have been uploaded to YouTube, often with the caption that the "AI is just too good". | |||
Flaws in artificial intelligence essentially refers to poor behaviors of computer players (CPUs), such as making very predictable [[approach]] options and spamming moves like [[projectiles]] and [[approach attack]]s (such as [[Spin Dash]]) even if this can prove to be unsafe, as well as having poor recoveries and not properly recognizing stage hazards. ''SSB'' and ''Melee'' notoriously have the most flawed AI in the series: in the latter game, CPUs always approach by walking to the foe, periodically using projectiles, then spamming [[neutral attack]]s and [[grab]]s in close, while almost never [[shield]]ing or [[dodging]] attacks, and as well having poor recoveries involving use of only their [[up special]] (except for {{SSBM|Luigi}}, who only uses [[Green Missile]] for recovery regardless of circumstances). ''Brawl'' would then improve the AI in many ways, such as by making it more prominently shield and dodge attacks, choose better recovery options, and generally understand attacks better without overusing a specific one: these enhancements would then carry over to ''Smash 4''. Despite this, the latter games still have many other significant flaws in their AI. | |||
==''Super Smash Bros.''== | ==''Super Smash Bros.''== | ||
{{main|List of flaws in artificial intelligence (SSB)}} | {{main|List of flaws in artificial intelligence (SSB)}} | ||
[[File:MarioSpamFireball.gif| | [[File:MarioSpamFireball.gif|thumbnail|right|Example of a level 9 Mario CPU spamming his neutral special]] | ||
As many players might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main | As many players might expect from the first ''Super Smash Bros.'' game, the AI is considered poor even with CPUs set to level nine. When fighting, their main form of attacking is to constantly use their [[neutral special]]s (with only a few exceptions), especially projectiles such as {{SSB|Mario}}'s Fireballs, along with [[smash attack]]s. Other than using [[tilt]]s occasionally, they tend to not use other attacks, using [[neutral attack]]s and [[grab]]s rarely, though high-leveled CPUs do combine these two for a [[jab grab]]. | ||
While CPUs in ''SSB'' chase foes in midair with aerial attacks more often than in subsequent games, they will | While CPUs in ''SSB'' chase foes in midair with aerial attacks more often than in subsequent games, they will never use them to attack foes standing on the ground, rarely [[short hop]]ping on the whole. Specific CPUs also tend to overuse one type of aerial attack, no matter their opponents' position, such as {{SSB|Fox}} heavily spamming his [[up aerial]] against airborne enemies to [[juggle]] them, and {{SSB|Samus}} repeatedly using her [[down aerial]]. However, CPUs still have perfect precision with aerial attacks, using them as soon as they are in range with the foe, which gives them an exceptional combo potential considering the high [[hitstun]] in ''SSB''. | ||
The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against [[edge guard]]ers. Their defensive abilities are flawed in a similar way: they often hold their [[shield]] against consecutive-hitting moves such as {{SSB|Kirby}}'s jab even if they can escape them, breaking their shields instead, and overuse [[roll]]s to dodge attacks even after the player stops attacking, allowing easy [[punish]]es with attacks like [[down smash]]es. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in ''Melee'', as well as being able to [[tech]] successfully in some occasions. CPUs additionally don't properly | The AI also has a significantly poor recovery as it never attempts to use its up special again after being attacked out of it, and always recovers by moving towards the stage while not avoiding or throwing out any attacks against [[edge guard]]ers. Their defensive abilities are flawed in a similar way: they often hold their [[shield]] against consecutive-hitting moves such as {{SSB|Kirby}}'s jab even if they can escape them, breaking their shields instead, and overuse [[roll]]s to dodge attacks even after the player stops attacking, allowing easy [[punish]]es with attacks like [[down smash]]es. Outside of this, however, grounded CPUs are still generally able to defend in time against attacks, using their shields more often than in ''Melee'', as well as being able to [[tech]] successfully in some occasions. CPUs additionally don't properly recognise [[reflect]]ing and [[absorb]]ing moves, despite themselves precisely using these moves against oncoming projectiles, allowing the player to potentially heal critical damage or take a stock out of them is a strong projectile is absorbed/reflected. | ||
[[File:YoshiDoesntNoticeTrap.gif| | [[File:YoshiDoesntNoticeTrap.gif|thumbnail|A Yoshi CPU walks into its own Motion-Sensor Bomb.]] | ||
CPUs in ''SSB'' are also well known for their tendency to use [[item]]s excessively. Regardless of the CPU level and item, when an item appears, CPUs will completely ignore foes and go for the item, often putting themselves in harm's way while doing so, especially because of the incapability to grab items in midair in ''SSB''. They also fail to recognize certain items when they are active, often walking into their own [[Bumper]]s or [[Motion-Sensor Bomb]]s, resulting in self-destructs. They similarly have poor understandings of numerous stages, persistently running into walls and walking into hazards such as the tornadoes on [[Hyrule Castle]]. | CPUs in ''SSB'' are also well known for their tendency to use [[item]]s excessively. Regardless of the CPU level and item, when an item appears, CPUs will completely ignore foes and go for the item, often putting themselves in harm's way while doing so, especially because of the incapability to grab items in midair in ''SSB''. They also fail to recognize certain items when they are active, often walking into their own [[Bumper]]s or [[Motion-Sensor Bomb]]s, resulting in self-destructs. They similarly have poor understandings of numerous stages, persistently running into walls and walking into hazards such as the tornadoes on [[Hyrule Castle]]. | ||
It is a common misconception among Smashers who have not played ''SSB'' that the AI in this game is better at KOing than in the later ''Smash'' games. However, this is just because of the CPUs' higher tendency to use smash attacks than in the subsequent games, such as {{SSB|Donkey Kong}} and Captain Falcon frequently using their down smashes, as well as their perfect precision with aerial attacks that allows for unexpected combos, plus their ability to easily use techniques such as [[jab grab]]; compared to other ''Smash'' games, players find it difficult to avoid these instances due to the high hitstun in the game and the lack of [[directional influence]]. This, exacerbated by ''SSB''{{'}}s powerful aerials and the incapability of air dodging, along with the much more powerful [[throw]]s in the game, tends to cause speculations that the AI in this game is better at comboing and KOing, and therefore it is more powerful than in the other games. | It is a common misconception among Smashers who have not played ''SSB'' that the AI in this game is better at KOing than in the later ''Smash'' games. However, this is just because of the CPUs' higher tendency to use smash attacks than in the subsequent games, such as {{SSB|Donkey Kong}} and Captain Falcon frequently using their down smashes, as well as their perfect precision with aerial attacks that allows for unexpected combos, plus their ability to easily use techniques such as [[jab grab]]; compared to in other ''Smash'' games, players find it difficult to avoid these instances due to the high hitstun in the game and the lack of [[directional influence]]. This, exacerbated by ''SSB''{{'}}s powerful aerials and the incapability of air dodging, along with the much more powerful [[throw]]s in the game, tends to cause speculations that the AI in this game is better at comboing and KOing, and therefore it is more powerful than in the other games. | ||
This is arguably not true, however, as CPUs in this game have poor understandings of numerous attacks, as well as exhibiting strange | This is arguably not true, however, as CPUs in this game have poor understandings of numerous attacks, as well as exhibiting strange behaviours in complex situations, poor defensive play that involves spamming rolls and not attempting to get away from attacks when airborne, and an easily gimpable recovery that allows them to be easily KO'd. These flaws therefore make even level nine CPUs easily beatable by any experienced players, as well as intermediate gamers, and even casual ones if they are able to exploit their flaws effectively. | ||
Because of these numerous flaws, the AI in ''SSB'' is often considered, along with that of ''Melee'', to be the worst in the entire ''Smash'' series. | Because of these numerous flaws, the AI in ''SSB'' is often considered, along with that of ''Melee'', to be the worst in the entire ''Smash'' series. | ||
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==''Super Smash Bros. Melee''== | ==''Super Smash Bros. Melee''== | ||
{{main|List of flaws in artificial intelligence (SSBM)}} | {{main|List of flaws in artificial intelligence (SSBM)}} | ||
[[File:FoxSelfDestructing.gif|250px|thumb|One of the most notorious AI flaws in ''Melee'', where level nine Fox will [https://www.youtube.com/watch?v=i-b3tCc3sn0 repeatedly self-destruct] | [[File:FoxSelfDestructing.gif|250px|thumb|One of the most notorious AI flaws in ''Melee'', where level nine Fox will [https://www.youtube.com/watch?v=i-b3tCc3sn0 repeatedly self-destruct] on [[Jungle Japes]].]] | ||
The AI in ''Super Smash Bros. Melee'' is also | The AI in ''Super Smash Bros. Melee'' is also notorious for how flawed it is. CPU now have an even poorer [[approach]], always [[walk]]ing towards the player while periodically using projectiles, then [[spam]]ming their [[dash grab]] and jabs at close range, rarely using tilts or smashes outside specific situations. Unlike in ''SSB'', CPUs never [[dash]] at all other than for using dash grabs and [[dash attack]]s, and perform them instantly during the first frames of the initial dash, thus barely moving themselves forward at all. They additionally never charge smash attacks (the {{SSBM|Ice Climbers}}' forward smash being the sole exception), and still won't attempt to attack grounded foes with aerials. CPUs also have a tendency to overuse other moves of specific characters, such as {{SSBM|Ganondorf}}'s [[Dark Dive]], {{SSBM|Zelda}}'s [[down tilt]], {{SSBM|Yoshi}}'s [[Egg Lay]] and {{SSBM|Mr. Game & Watch}}'s dash attack. The overuse of jabs and grabs causes CPUs in ''Melee'' to generally have poor KOing abilities, as these moves are significantly weak in comparison to the smash attacks CPUs often used in ''SSB''. | ||
AI players still have a notably lackluster recovery: while they won't give up on recoveries | AI players still have a notably lackluster recovery: while they won't give up on recoveries like they did in ''SSB'', they still recover in a basic and predictable pattern with only their up special (or only side special with {{SSBM|Luigi}}), never using alternate methods like [[side special]]s or [[wall-grapple]]s, which causes them to fail many recoveries that were possible, while making no effort at all to fight off edgeguarders. This results in CPUs being extremely easy to edgeguard, which is exacerbated by ''Melee''{{'}}s edgeguarding friendly physics. While they do possess precise [[meteor cancel]] abilities at even level 1, they are very easily beaten by other edgeguarding techniques, such as [[Wall of Pain|walls of pain]] or [[spike]]s. | ||
The AI in ''Melee'' also makes poor use of [[shield]]s and defensive maneuvers in general, even worse than in ''SSB'': it will almost never shield or dodge attacks even at level 9 (never [[sidestep]]ping intentionally to dodge at all), taking whatever attack is thrown their way, which when combined with their constant approaching, often leads to them just walking into a player's [[charge]]d attack, or even a slow and punishable but powerful attack like a [[Falcon Punch]]. The AI will only sidestep if it is on a [[soft platform]] and wants to both fall through the platform and [[shield]] an oncoming projectile at the same time (the AI only seems to do this for projectiles and not direct attacks). On the other hand, though, high leveled CPUs are very precise with [[powershield]]ing, usually succeeding with it when they do shield attacks, and while they rarely shield physical moves, they will reflect almost any oncoming projectile with their powershields when not in lag. They are also programmed to always dodge specific attacks, examples being: [[Bowser Bomb]], {{SSBM|Bowser}}'s up smash, [[Yoshi Bomb]], [[Dancing Blade]] | The AI in ''Melee'' also makes poor use of [[shield]]s and defensive maneuvers in general, even worse than in ''SSB'': it will almost never shield or dodge attacks even at level 9 (never [[sidestep]]ping intentionally to dodge at all), taking whatever attack is thrown their way, which when combined with their constant approaching, often leads to them just walking into a player's [[charge]]d attack, or even a slow and punishable but powerful attack like a [[Falcon Punch]]. The AI will only sidestep if it is on a [[soft platform]] and wants to both fall through the platform and [[shield]] an oncoming projectile at the same time (the AI only seems to do this for projectiles and not direct attacks). On the other hand, though, high leveled CPUs are very precise with [[powershield]]ing, usually succeeding with it when they do shield attacks, and while they rarely shield physical moves, they will reflect almost any oncoming projectile with their powershields when not in lag. They are also programmed to always dodge specific attacks, examples being: [[Bowser Bomb]], {{SSBM|Bowser}}'s up smash, [[Yoshi Bomb]], [[Dancing Blade]] and the uppercut of [[Raptor Boost]]. They still do this to a fault however, as in the former case, CPUs will prioritise reflecting projectiles over anything else and stand in place shielding even if that causes them to break their shield, and in the latter case, they often make basic dodging choices with their rolls or [[air dodge]]s, sometimes even rolling towards edges or air dodging straight into the attack, getting hit anyway. | ||
Being ironically the opposite of the AI in ''SSB'', the AI in ''Melee'' never uses items intentionally, only picking them up accidentally when attacking foes with jabs near them: it will only go for healing items, [[Cloaking Device]]s, {{b|Hammer|item}}s | Being ironically the opposite of the AI in ''SSB'', the AI in ''Melee'' never uses items intentionally, only picking them up accidentally when attacking foes with jabs near them: it will only go for healing items, [[Cloaking Device]]s, {{b|Hammer|item}}s and [[Poké Ball]]s, and even then, CPUs cease all fighting and flee to pick up these items, which is notable on large stages. They ignore any changes made to their physique and play as if they were normal, which leads to instances where they often will self destruct simply by trying to move, such as [[giant]] CPUs inadvertently walking off stages, and [[metal]] CPUs quickly plummeting to their death as they attack an offstage player. They additionally always walk into set [[Motion-Sensor Bomb]]s, walking [[Bob-omb]]s, and hostile [[Poké Ball]] Pokémon, which often results in an otherwise avoidable SD for them. Furthermore, CPUs have poor navigation of many stages, carelessly attacking foes near pits and falling into them, especially in [[Jungle Japes]], and having difficulty transversing platforms like the clouds in [[Yoshi's Island 64]] or going up in [[Icicle Mountain]] to escape the lower blast line when the stage speeds up. | ||
==''Super Smash Bros. Brawl''== | ==''Super Smash Bros. Brawl''== | ||
{{main|List of flaws in artificial intelligence (SSBB)}} | {{main|List of flaws in artificial intelligence (SSBB)}} | ||
[[File:Brawl-Snake-DownThrow.gif|thumb|Example of a specific AI flaw in ''Brawl'', where CPUs react incorrectly to Snake's [[down throw]].]] | [[File:Brawl-Snake-DownThrow.gif|thumb|right|Example of a specific AI flaw in ''Brawl'', where CPUs react incorrectly to Snake's [[down throw]].]] | ||
Given how lackluster the AI was considered in both ''Super Smash Bros.'' and ''Super Smash Bros. Melee'' even at level nine, the AI was almost completely overhauled in ''Super Smash Bros. Brawl'', becoming significantly more proficient in many areas. CPUs will now properly shield and dodge dangerous attacks thrown at them, with level 9 CPUs perfect shielding, rolling, sidestepping, or air dodging almost any attack with one-frame reactions. CPUs can now properly charge up or hold smash attacks and special attacks, among others, and choose more alternatives when using certain attacks, such as {{SSBB|Kirby}} spitting out characters more often, {{SSBB|Link}} using his grab aerial and the second hit of his [[forward smash]], {{SSBB|Marth}} using other variations of [[Dancing Blade]], and {{SSBB|Peach}} mostly [[Float|auto floating]] to use aerials against grounded opponents. They have become much better at approaching, as they now use their full dashes to move and finally try to attack grounded foes with aerials, along with being generally more varied with their attack choices at close range, integrating tilts and smash attacks. | Given how lackluster the AI was considered in both ''Super Smash Bros.'' and ''Super Smash Bros. Melee'' even at level nine, the AI was almost completely overhauled in ''Super Smash Bros. Brawl'', becoming significantly more proficient in many areas. CPUs will now properly shield and dodge dangerous attacks thrown at them, with level 9 CPUs perfect shielding, rolling, sidestepping, or air dodging almost any attack with one-frame reactions. CPUs can now properly charge up or hold smash attacks and special attacks, among others, and choose more alternatives when using certain attacks, such as {{SSBB|Kirby}} spitting out characters more often, {{SSBB|Link}} using his grab aerial and the second hit of his [[forward smash]], {{SSBB|Marth}} using other variations of [[Dancing Blade]], and {{SSBB|Peach}} mostly [[Float|auto floating]] to use aerials against grounded opponents. They have become much better at approaching, as they now use their full dashes to move and finally try to attack grounded foes with aerials, along with being generally more varied with their attack choices at close range, integrating tilts and smash attacks. | ||
The AI is notably more efficient with its recoveries, using any [[side special]]s or [[tether recoveries]] their character has to aid them, and will punish opponents more often, always [[shield grab]]bing them when optimal, instead of just rolling or dropping their shield after being attacked. It is also much better at handling items in comparison to previous games, as it now | The AI is notably more efficient with its recoveries, using any [[side special]]s or [[tether recoveries]] their character has to aid them, and will as well punish opponents more often, always [[shield grab]]bing them when optimal, instead of just rolling or dropping their shield after being attacked. It is also much better at handling items in comparison to previous games, as it now recognises and uses all items that appear, while also repelling any other players trying to get them, and not ceasing fighting if an item appears too far from them (exempting the [[Smash Ball]]) unless the foe goes for it. When a dangerous item or attack such as a {{b|Hammer|item}} or [[Final Smash]] is active on the field, CPUs on revival platforms will stay on them instead of reentering the fight instantly, and also attack any other stragglers while staying away from it. | ||
The significant improvements on ''Brawl''{{'}}s AI caused many speculations to arise during the game's early years, with many videos being uploaded to YouTube claiming that the AI was "impossible to beat", in conjunction with [[List of rumors#Artificial intelligence rumors|rumors]] being spread around the Smash community that the AI supposedly "read" human inputs to defend against attacks, or could even "learn" from human players. These rumors were later proven false. | The significant improvements on ''Brawl''{{'}}s AI caused many speculations to arise during the game's early years, with many videos being uploaded to YouTube claiming that the AI was "impossible to beat", in conjunction with [[List of rumors#Artificial intelligence rumors|rumors]] being spread around the Smash community that the AI supposedly "read" human inputs to defend against attacks, or could even "learn" from human players. These rumors were later proven false. | ||
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The flaws in ''Brawl''{{'}}s AI are considerably lesser and less recurrent than in ''Melee'', but can still be potent. CPUs still tend to be easier to KO and [[edgeguard]] than the average human player, even when set to level 9, due to not utilizing survival techniques such as [[DI]] and usually not fighting back when being edge-guarded. While they do [[air dodge]] when sent flying, this minimal [[Momentum canceling|knockback cushioning]] is usually not enough to save them. CPUs tend to have difficulty avoiding certain stage hazards (most notably on [[Mario Bros.]]), and are prone to self-destructing in scrolling stages such as [[Rainbow Cruise]] and [[Big Blue]]. | The flaws in ''Brawl''{{'}}s AI are considerably lesser and less recurrent than in ''Melee'', but can still be potent. CPUs still tend to be easier to KO and [[edgeguard]] than the average human player, even when set to level 9, due to not utilizing survival techniques such as [[DI]] and usually not fighting back when being edge-guarded. While they do [[air dodge]] when sent flying, this minimal [[Momentum canceling|knockback cushioning]] is usually not enough to save them. CPUs tend to have difficulty avoiding certain stage hazards (most notably on [[Mario Bros.]]), and are prone to self-destructing in scrolling stages such as [[Rainbow Cruise]] and [[Big Blue]]. | ||
While CPUs are better at recovering than in previous games, they still | While CPUs are better at recovering than in previous games, they still underutilise recoveries, such as by not making use of alternate recovery options with some characters (such as {{SSBB|Lucas}}), or always recovering in the same direction with a recovery move. A computer player, regardless of level, will also always aim for solid platforms that can be [[edge sweet spot|sweetspotted]] when recovering, even when there are "soft" platforms off the stage. They also tend to play strangely in complex custom stages, and in overly large and complex stages like [[New Pork City]] and [[75m]], where they might stand in a place attacking nothing, or unintentionally self-destruct while navigating platforms and hazards. Despite recognising items and using them better than in the previous installments, they may still self-destruct with certain items, such as by walking into a row of Bob-ombs when approaching a player, self-destructing with their own explosives, or inadvertently attacking a [[Blast Box]] and being KO'd by it. | ||
Aside from being flawed as stated above, in [[free-for-all]]s, CPUs will all target the human player even if they aren't [[Team Battle|teamed]]. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in | Aside from being flawed as stated above, in [[free-for-all]]s, CPUs will all target the human player even if they aren't [[Team Battle|teamed]]. They will also target the character that has the highest damage to earn a KO, and in doing so will not attack other CPUs, which results in them following each other in lockstep. This mechanic has been severely hated by many fans to where FFAs are considered to actually be a 1-vs-3 (player vs. computers). | ||
==''Super Smash Bros. 4''== | ==''Super Smash Bros. 4''== | ||
{{main|List of flaws in artificial intelligence (SSB4)}} | {{main|List of flaws in artificial intelligence (SSB4)}} | ||
[[File:SmashUAIShieldbreak.gif|thumb|250px|Example of a level nine CPU in ''Smash | [[File:SmashUAIShieldbreak.gif|thumb|right|250px|Example of a level nine CPU in ''Smash U'' (version 1.0.2) using its shield improperly, causing it to break.]] | ||
===In | ===In early ''Super Smash Bros. for Nintendo 3DS''=== | ||
In the first versions of {{for3ds}}, the AI remains mostly the same from ''Brawl'', retaining most of the improvements made to it from ''Melee''. | In the first versions of {{for3ds}}, the AI remains mostly the same from ''Brawl'', retaining most of the improvements made to it from ''Melee''. | ||
One change is that CPUs are more prone to attacking foes after shielding or dodging attacks, especially with grabs and forward smashes, and CPU characters with [[counterattack]] special moves use them more prominently against any strong attacks when not in lag, being very precise with them. The AI in ''Smash 3DS'' is also slightly better at [[edgeguarding]], as characters without projectiles now edgeguard offstage more often (though those with projectiles will still usually attack from the edge, spamming them) by jumping a fair distance away from the edge and intercepting with an aerial or special attack (preferably those that [[meteor smash]]), while very rarely self-destructing like they did in previous games. CPUs in [[free-for-all]]s no longer follow human players only, now targeting other CPUs and fighting against each other if a human player is out of range, like in ''SSB'' and ''Melee'', though they still preferably target players with high damage percentages to earn KOs as soon as possible. | One change is that CPUs are more prone to attacking foes after shielding or dodging attacks, especially with grabs and forward smashes, and CPU characters with [[counterattack]] special moves use them more prominently against any strong attacks when not in lag, being very precise with them. The AI in ''Smash 3DS'' is also slightly better at [[edgeguarding]], as characters without projectiles now edgeguard offstage more often (though those with projectiles will still usually attack from the edge, spamming them) by jumping a fair distance away from the edge and intercepting with an aerial or special attack (preferably those that [[meteor smash]]), while very rarely self-destructing like they did in previous games. CPUs in [[free-for-all]]s no longer follow human players only, now targeting other CPUs and fighting against each other if a human player is out of range, like in ''SSB'' and ''Melee'', though they still preferably target players with high damage percentages to earn KOs as soon as possible. | ||
The AI also retains most of its improved behaviors with items from ''Brawl'', and makes better use of them than in said game: it seems to be more aware of opposing items, normally staying away from areas where a powerful item covering a wide range (such as a [[Snorlax]] or [[Hocotate Bomb]]) is about to come down, and avoiding walking directly into set [[Motion-Sensor Bomb]]s, [[Pitfall]]s or hostile Pokémon, a flaw that they commonly exhibited in ''Brawl''. Additionally, CPUs now shield and dodge potentially dangerous items thrown at them more often (though they still throw explosives at | The AI also retains most of its improved behaviors with items from ''Brawl'', and makes better use of them than in said game: it seems to be more aware of opposing items, normally staying away from areas where a powerful item covering a wide range (such as a [[Snorlax]] or [[Hocotate Bomb]]) is about to come down, and avoiding walking directly into set [[Motion-Sensor Bomb]]s, [[Pitfall]]s or hostile Pokémon, a flaw that they commonly exhibited in ''Brawl''. Additionally, CPUs now shield and dodge potentially dangerous items thrown at them more often (though they still throw explosives at theirselves or too close to enemies). | ||
The AI in ''Smash 3DS'' has also gained some other flaws, however, which are unfortunately more potent than in ''Brawl''. When at long distances from foes, CPUs [[spam]] projectiles nearly as much as in ''Melee'', even if these can be easily reflected or absorbed (though unlike in the previous games, they will stop using them when they spot a player with an active reflector/absorber): these include regular attacks that serve as projectiles, such as {{SSB4|Mega Man}}'s Mega Buster attacks and the {{SSB4|Villager}}'s [[forward air]]. Certain characters also overuse other special moves (generally long-ranged approaching ones), even those they didn't before, such as [[Falcon Kick]], [[Rollout]] and [[Wario Bike]], and CPUs with counterattack moves also abuse them to the point they end up spamming them as well. | |||
CPUs also have poorer defensive abilities than in ''Brawl'', as they sometimes hold their shield against attacks until it's close to breaking, and overuse rolls to stay safe from attacks, eventually making them punishable. After shielding or rolling, CPUs will nearly always attack foes at close range with a grab or forward smash, causing them to become predictable, avoidable and punishable. They seem to ignore the landing lag from air dodges, becoming vulnerable when air dodging close to the ground. Moreover, CPUs still won't attempt to evade or fight off edgeguarders, causing them to be easily [[KO]]'d, under-utilize some characters' recoveries, and still exhibits most of their flaws from ''Brawl'' on certain stages. | CPUs also have poorer defensive abilities than in ''Brawl'', as they sometimes hold their shield against attacks until it's close to breaking, and overuse rolls to stay safe from attacks, eventually making them punishable. After shielding or rolling, CPUs will nearly always attack foes at close range with a grab or forward smash, causing them to become predictable, avoidable and punishable. They seem to ignore the landing lag from air dodges, becoming vulnerable when air dodging close to the ground. Moreover, CPUs still won't attempt to evade or fight off edgeguarders, causing them to be easily [[KO]]'d, under-utilize some characters' recoveries, and still exhibits most of their flaws from ''Brawl'' on certain stages. | ||
In general, despite some of the improvements made to it, the AI in early ''Smash 3DS'' plays generally poorer than in ''Brawl'', being notably easier to predict and KO, as well as having poorer defensive abilities; thus, it is much less efficient. | In general, despite some of the improvements made to it, the AI in early ''Smash 3DS'' plays generally poorer than in ''Brawl'', being notably easier to predict and KO, as well as having poorer defensive abilities; thus, it is much less efficient. The AI was later changed in subsequent [[version]]s of the game and the Wii U version, though (more information can be seen below). | ||
===In ''Super Smash Bros. for Wii U'' and patches=== | ===In ''Super Smash Bros. for Wii U'' and patches=== | ||
In {{forwiiu}}, the AI has had most of its flaws from ''Smash 3DS'' | In {{forwiiu}}, the AI has had most of its flaws from ''Smash 3DS'' addresed and fixed: CPUs will no longer overuse their forward smashes, attempt to use worn out projectiles (such as {{SSB4|Robin}}'s {{b|Thunder|Robin}} with the Tome worn out), hold their shields for a long time or air dodge almost all the time when launched. Another prominent change is that CPUs now finally attempt to avoid edgeguarders during their recovery, air dodging any oncoming attacks while carrying on their recovery afterwards; they will also always [[footstool]] foes coming near when they have the opportunity, a behavior exhibited even by {{SSB4|Mii Fighter}}s in Multi-Man modes, including [[Cruel Smash]]. | ||
CPUs are more proficient using short | CPUs are more proficient using short hopped aerial attacks, and will now always use [[out of shield]] [[up smash]]es when possible, improving their defensive game. They also choose better follow-up options when using certain attacks, more often following up their jabs with other moves (such as CPU {{SSB4|Fox}} following up his second jab with a grab, as well as {{SSB4|Captain Falcon}} with [[Falcon Dive]]), and finally take the advantage to unleash a fully charged [[smash attack]] on a foe [[stun]]ned from a broken shield. They also notoriously [[combo]] their throws into aerials more often, with most CPU characters at high levels being programmed to always follow up their [[down throw]] with a specific aerial or special move, examples being {{SSB4|Luigi}} into his forward air or [[Luigi Cyclone]], or {{SSB4|Meta Knight}} into [[Shuttle Loop]]. | ||
For the first time in the ''Super Smash Bros.'' series, CPUs in ''Smash | For the first time in the ''Super Smash Bros.'' series, CPUs in ''Smash U'' partaking in Team Battles will automatically and immediately [[Share stock|use any remaining stocks]] that other teammates have (as long as they are all CPUs as well), regardless of their level, increasing their chances of success. | ||
Despite all these improvements being made to the AI, though, it still | Despite all these improvements being made to the AI, though, it still posseses some flaws. CPUs still use projectiles more frequently than regular attacks when at far distances (allowing characters with chargeable special moves to freely charge against other characters with projectiles), and characters like {{SSB4|Wario}} and {{SSB4|Captain Falcon}} still tend to spam certain other special moves. They still seem to ignore character differences when doing certain actions; they may still roll often with characters like Yoshi and Samus (whose rolls are slow and easily punishable), use out of shield up smashes with those whose up smash is either slow (such as Ike) or has poor horizontal range (such as Mega Man), or favor their back throw or down throw as a KO throw and combo throw respectively, even if those throws are not the optimal choice in those situations (such as with {{SSB4|Bowser}}, who will not attempt any follow-up even if it does choose to use up throw). They are also prone to overdoing their throw combos (such as with Meta Knight, who will continue to attempt Shuttle Loop after down throw even at high percentages where it no longer works), as well as misspacing their attacks, either getting consistently shield-grabbed or whiff punished by potentially fatal attacks. | ||
CPUs additionally do not change their "playstyle" in free-for-alls, causing them to use grabs or projectiles that can only hit one foe at a time, instead of more frequently using others that can hit multiple foes, giving them several problems | CPUs additionally do not change their "playstyle" in free-for-alls, causing them to use grabs or projectiles that can only hit one foe at a time, instead of more frequently using others that can hit multiple foes, giving them several problems especially in [[8-Player Smash]] battles. Aside from this, CPUs still behave rather eccentrically in complex or [[custom stage]]s, where they can have difficulty recognizing walls and hazards or jumping across platforms, as well as aiming recoveries. | ||
Additionally, while CPUs will now always evade edgeguarders when possible, they still do this to a fault, as they air dodge attacks even when falling down and away from the ledge or platform they're aiming, which, when attacked repeatedly, can make them miss it completely (a problem especially for characters with poor vertical recoveries, such as {{SSB4|Donkey Kong}} and {{SSB4|Little Mac}}), failing a recovery that was possible and getting KO'd. | Additionally, while CPUs will now always evade edgeguarders when possible, they still do this to a fault, as they air dodge attacks even when falling down and away from the ledge or platform they're aiming, which, when attacked repeatedly, can make them miss it completely (a problem especially for characters with poor vertical recoveries, such as {{SSB4|Donkey Kong}} and {{SSB4|Little Mac}}), failing a recovery that was possible and getting KO'd. | ||
However, with ''Super Smash Bros. 4''{{'}}s ability to be updated, some acknowledged AI flaws have been fixed: in current versions, for example, CPUs are less prone to self-destructing when dodging edgeguarders, and use pummels and KO throws more often when grabbing foes at high percentages. Particularly, [[List of updates (SSB4-3DS)|patch 1.0.5]] of ''Smash 3DS'' updated the AI implementing all of its upgrades in ''Smash | However, with ''Super Smash Bros. 4''{{'}}s ability to be updated, some acknowledged AI flaws have been fixed: in current versions, for example, CPUs are less prone to self-destructing when dodging edgeguarders, and use pummels and KO throws more often when grabbing foes at high percentages. Particularly, [[List of updates (SSB4-3DS)|patch 1.0.5]] of ''Smash 3DS'' updated the AI implementing all of its upgrades in ''Smash U''. Due to the overall great improvements made to it over previous games, the current AI in ''Smash 4'' is considered to be the best of all the ''Super Smash Bros.'' series. | ||
==External links== | ==External links== | ||
*[http://www.youtube.com/playlist?list=PLIHpRvXPklmin_CBFUfiMDgb2DJwyTaXm A playlist of videos showing the many flaws and exploits of the AI in ''Melee'' | *[http://www.youtube.com/playlist?list=PLIHpRvXPklmin_CBFUfiMDgb2DJwyTaXm A playlist of videos showing the many flaws and exploits of the AI in ''Melee'', ''Brawl'' and ''Smash 4''.] | ||
==References== | ==References== |